/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "PointMovementGenerator.h"
#include "Errors.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DestinationHolderImp.h"
#include "World.h"

//----- Point Movement Generator
template<class T>
void PointMovementGenerator<T>::Initialize(T &unit) {
	unit.StopMoving();
	Traveller<T> traveller(unit);
	// knockback effect has UNIT_STAT_JUMPING set, so if here we disable sentmonstermove there will be creature position sync problem between client and server
	i_destinationHolder.SetDestination(traveller, i_x, i_y, i_z,
			true /* !unit.HasUnitState(UNIT_STAT_JUMPING)*/);
}

template<class T>
bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff) {
	if (!&unit)
		return false;

	if (unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED)) {
		if (unit.HasUnitState(UNIT_STAT_CHARGING))
			return false;
		else
			return true;
	}

	Traveller<T> traveller(unit);

	i_destinationHolder.UpdateTraveller(traveller, diff);

	if (i_destinationHolder.HasArrived()) {
		unit.ClearUnitState(UNIT_STAT_MOVE);
		arrived = true;
		return false;
	} else if (!unit.HasUnitState(UNIT_STAT_MOVE))
		i_destinationHolder.StartTravel(traveller);
	return true;
}

template<class T>
void PointMovementGenerator<T>::Finalize(T &unit) {
	if (unit.HasUnitState(UNIT_STAT_CHARGING))
		unit.ClearUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
	if (arrived) // without this crash!
		MovementInform(unit);
}

template<class T>
void PointMovementGenerator<T>::MovementInform(T & /*unit*/) {
}

template<> void PointMovementGenerator<Creature>::MovementInform(
		Creature &unit) {
	if (id == EVENT_FALL_GROUND) {
		unit.setDeathState(JUST_DIED);
		unit.SetFlying(true);
	}
	unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
}

template void PointMovementGenerator<Player>::Initialize(Player&);
template bool PointMovementGenerator<Player>::Update(Player &,
		const uint32 &diff);
template void PointMovementGenerator<Player>::MovementInform(Player&);
template void PointMovementGenerator<Player>::Finalize(Player&);

template void PointMovementGenerator<Creature>::Initialize(Creature&);
template bool PointMovementGenerator<Creature>::Update(Creature&,
		const uint32 &diff);
template void PointMovementGenerator<Creature>::Finalize(Creature&);

void AssistanceMovementGenerator::Finalize(Unit &unit) {
	unit.ToCreature()->SetNoCallAssistance(false);
	unit.ToCreature()->CallAssistance();
	if (unit.isAlive())
		unit.GetMotionMaster()->MoveSeekAssistanceDistract(
				sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
}
